While 5 years does not seem like a long time ago, as far as YYGs is concerned it is.

In 2009 YYGs was a very different company, it had a different mandate and it had very different products.

Back then, there was but a few employees and they certainly didn't have the money, expertise or resources that are available to them now. If your going to judge them, then it really would be more appropriate to judge them as a whole.

In seven years they've taken a single person, indie project and created a top mobile development engine and turned themeslves into a million dollar+ company with 25+ employees and growing.

You make a fine point, but you lost me at...

But, go ahead and keep focusing on that one bump in the road 5 years ago to demonstrate your marketing competence and their ineptness.

You don't have to ruin everything you say by being obnoxious. I am only discussing a concern about the name, that other people aren't convinced by either, and it is completely valid to reference previous marketing incidents when talking about newer ones. It is a fallacy to suggest I must consider myself better at marketing to voice an opinion or concern about YoYo's marketing ideas. Actually, it is unhealthy to add that attitude into this conversation and not something I imagine YoYo endorses when they post a topic wanting discussion about their new service.

While 5 years does not seem like a long time ago, as far as YYGs is concerned it is.

In 2009 YYGs was a very different company, it had a different mandate and it had very different products.

Back then, there was but a few employees and they certainly didn't have the money, expertise or resources that are available to them now. If your going to judge them, then it really would be more appropriate to judge them as a whole.

In seven years they've taken a single person, indie project and created a top mobile development engine and turned themeslves into a million dollar+ company with 25+ employees and growing.

You make a fine point, but you lost me at...

But, go ahead and keep focusing on that one bump in the road 5 years ago to demonstrate your marketing competence and their ineptness.

You don't have to ruin everything you say by being obnoxious. I am only discussing a concern about the name, that other people aren't convinced by either, and it is completely valid to reference previous marketing incidents when talking about newer ones. It is a fallacy to suggest I must consider myself better at marketing to voice an opinion or concern about YoYo's marketing ideas. Actually, it is unhealthy to add that attitude into this conversation and not something I imagine YoYo endorses when they post a topic wanting discussion about their new service.

You were taking cheap shots for cheap points.

It's history and it's irrelevant. You bringing it up as a valid "concern" is what's obnoxious.

0

If the Bible truly is inspired by God, you would think that somebody as omnipotent and all-knowing would have known to get his message out using TCP instead of UDP.

It's history and it's irrelevant. You bringing it up as a valid "concern" is what's obnoxious.

It absolutely isn't a cheap shot and I don't understand why you think it is. As they say, the history is a good indicator of the future, if ever there is one (although I agree YoYo has come a long way).

You don't need to make things personal if you are trying to contribute to a discussion. I'm not sure why my questions have hit such a nerve with you.

If most of the topic posts are questioning the name, chances are there is something to it. I don't remember much complaining about the Marketplace title. But this is starting to sound more like the GM8 icon topic, people were right then even if they did not have an expert solution to that. When things feel odd it's because they are.

That just strengthens the point of the majority here. The name is not the most important thing, yet almost everyone is making it out to be precisely that. Don't get me wrong - of course this is great news and could potentially revolutionize things, but when that's being overshadowed by the name, there is something clearly wrong with it.

I am sorry there really is nothing wrong with the name... it is just the wrong thing to focus on... and decisions have been made on that, they are very very unlikely to be changed at this stage..

NOTE: I have nothing to do with the name, I just believe that it is not the exciting thing about this... only one discussion so far on the medium to long term consequences of this... and then drowned out by focusing on the "wrong" thing...

It's a pretty big part of it if you are sincerely wanting it to be a marketplace primarily for casual gamers, not just the like minded people who hang around the GMC, you have got to change the name. I'd be pretty hesitant myself to spread the word about it purely because it sounds pretty lame, and I don't think I'm the only one.

It's very obvious what's exciting about the marketplace but the off feeling people have about the name is something that needs discussion. It might be consistent with the current naming , it might even makes come sense Video Player plays videos , GameMaker : Player plays GameMakers... Ehh that wasn't what I was going for, but there's the connection there .The issue people are having is will players be interested in what is essentially a portal if it's got GameMaker attached, will it not mislead some.

If your content providers think somethings off, its at least worth re-examining even if you ultimately decide that GameMaker : Player is the best option, and it may well be.

Okay let's move off the name for a minute, ultimately I think it will inconsequential to the usefulness of the market it could potentially open up.

Someone mentioned slowly increasing the limit of games a publisher could publish and personally I think this is the way to go. Start off with the 5 or 10 limit or whatever it is and every month or two increase this. The original limit should be set suitably to allow established GameMaker users to put small selection of their back catalog on initially but not so much that it is initially flooded. It's reasonable to assume that most quality games take more than a month to make, so I propose that its a good time interval to revise the limit.

Someone already mentioned basing an increase on ratings but I don't think its a great idea as it doesn't allow mediocre developers to improve the quality of their games over time while slowly increasing the quality of the mediocre game. We're kidding ourselves we don't think there will mediocre and lower quality developers that will publish, perhaps prematurely. Under that system, they would have to remove a game and potentially deny users who have enjoyed the game but have not rated it the opportunity to redownload it .

Personally I think Free users should have a hard limit, if nothing else to try and persuade them into buying GameMaker. It's really not an expensive piece of software.

While we thank you for your concern.. the name is not the right thing to focus on....

Russell

Well, as many here are involved in the gaming industry and some on a professional level - perhaps, just perhaps, the name is something that you should focus on - sometimes the PR and advertising departments get it wrong - :shock: :horror:.

I'm curious what the incentives are for buying or selling from GameMaker: Player. For example Steam offers excellent sales, achievments, a vast community of gamers, friends and gog offers some really good sales, guaranteed hassle free/drm free experience.

What are the benefits of choosing GameMaker: Player as a gamer or developer?

Will developers that put up paid for games, be able to set different prices for different currencies? I personally would like to round it off to the nearest 50p / 50c etc. I hate the thought of selling a game on there for £2.00 and for it to cost ..$3.21 for people buying with dollars.

I'm curious what the incentives are for buying or selling from GameMaker: Player. For example Steam offers excellent sales, achievments, a vast community of gamers, friends and gog offers some really good sales, guaranteed hassle free/drm free experience.

What are the benefits of choosing GameMaker: Player as a gamer or developer?

I was wondering why anyone would choose to publish their games to GameMaker:Player over Steam, too. Until I remembered there's no reason we can't publish to both. Just one more store to sell our games on, I guess. Steam takes about 30% of your revenue too, as far as the internet is telling me, so it's not like we'll be losing money by publishing to the GMP store, at least.

There might be an argument that Steam is inherently more professional looking to show up on, though. I thought Yoyo would offer a slightly better split than Steam, honestly, so that GMP doesn't become another Sandbox while all the serious developers go through Valve. At first, anyway. We'll see how it plays out.

But having a global account that binds GMC, MarketPlace and Player together would be nice. Like how you had to bind your Minecraft account to your brand-new Mojang account (probably the same for scrolls, too). But, sadly it probably won't happen. D:

But having a global account that binds GMC, MarketPlace and Player together would be nice. Like how you had to bind your Minecraft account to your brand-new Mojang account (probably the same for scrolls, too). But, sadly it probably won't happen. D:

But having a global account that binds GMC, MarketPlace and Player together would be nice. Like how you had to bind your Minecraft account to your brand-new Mojang account (probably the same for scrolls, too). But, sadly it probably won't happen. D:

But having a global account that binds GMC, MarketPlace and Player together would be nice. Like how you had to bind your Minecraft account to your brand-new Mojang account (probably the same for scrolls, too). But, sadly it probably won't happen. D:

Instead of google, why doesnt YoYo just have a YoYoGames account for everything by default? That would be so much easier. Like how on youtube you have an email account, then multiple youtube channels binded to that email (lol another example).

GMC: Got it.Yoyogames, where your licence ifo is: Don't consider it an account if you dont get a profile page.Marketplace: Got it.Sandbox: Got it.Help Desk: Don't consider it an account if you don't get a profile page.Mantis: Not sure what this is...

Instead of google, why doesnt YoYo just have a YoYoGames account for everything by default? That would be so much easier. Like how on youtube you have an email account, then multiple youtube channels binded to that email (lol another example).

GMC: Got it.Yoyogames, where your licence ifo is: Don't consider it an account if you dont get a profile page.Marketplace: Got it.Sandbox: Got it.Help Desk: Don't consider it an account if you don't get a profile page.Mantis: Not sure what this is...

It's an account if you have to login to use it but you do get a profile page

Instead of google, why doesnt YoYo just have a YoYoGames account for everything by default? That would be so much easier. Like how on youtube you have an email account, then multiple youtube channels binded to that email (lol another example).

GMC: Got it.Yoyogames, where your licence ifo is: Don't consider it an account if you dont get a profile page.Marketplace: Got it.Sandbox: Got it.Help Desk: Don't consider it an account if you don't get a profile page.Mantis: Not sure what this is...

It's an account if you have to login to use it but you do get a profile page

Would be neat if they could merge all of their accounts across their various products / services.

Merge? It would be easier to bind all of the accounts. Binding would work easier because it would act as a launcher. Like Google with its' Google account. With 1 Google account, you have access to YouTube, Gmail, Blogger, Google Drive, Play, Calendar, News, Books, Wallets, ext. (lol).

EDIT: Just re-read everything I wrote and I messed up. Read the bolded sentence, and then read this one:

I think 'the player' is good. Though, I think as others have mentioned; the 'name' will need to be worked out later. --The naming is just for convenience and getting the idea across as a community concept(I get that).--

As far as the limitations on games sent to 'the player'....... I can sympathize with YOYO Games to a point. But I think in reality it will turn into a Jekyll and Hyde process for most developers using game maker.

1. Because as a game developing tool, game maker hasn't reached it's final precipice in my opinion. Though needed, the constant builds and bug fixes are starting to leave a bridge between versions(Which is apparent since GMS v1.0). Especially, when long projects are at hand. Smaller projects and conceptualization ideas are about the only things I'd trust with GMS while it goes through this transition. Don't get me wrong on this point. As I stated most of this is a necessary step in GMS's evolution. Plus the migration of GMS to multiple plateforms is a tedious and complicated situation from a programming stand-point. Given the fact, that most OS's themselves are constantly changing and there seems to be a new or a new version of an existing device being released every year!

2. As much as I hate to admit it. I think the few situations that other forum members have stated are likely to be the outcome of GMS's version of its 'player'. Why?., Because there is history behind those words.. History not opinion!!!! This problem is not inherit only to the GMC. It's inherit to every site on the web! It's not the 30% Yoyo's gonna take for themselves or for the up keep of this idea. It's not the limiting of sent games to give everyone else a seemingly chance. It's gonna be the competive subjection of making the perfect face for this interation of GMS.

Now, I know everyone who reads these two points are gonna have a different opinion based on their needs and experience using GMS or any other service such as STEAM. Or, their just gonna dis-agree and thats fine. But in the end if a person is purchasing a tool over and over and can't get a good result out of it. The trend will get REAL old after awhile. Especially, when it's the only side of the industry that any programmer or end user experiences over and over. Whether, its simple deployment of a game or money for that game.